Digital Foundry Article: The Future of Anti-Aliasing (56K Run for cover!)

  • 72 results
  • 1
  • 2

This topic is locked from further discussion.

Avatar image for Reiko2K1
Reiko2K1

1288

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#1 Reiko2K1
Member since 2004 • 1288 Posts

http://www.eurogamer.net/articles/digital-foundry-future-of-anti-aliasing

My personal favorites in this article are PS3 MLAA, Xbox 360/PC GPU MLAA, and FXAA3 (Sharp)

Pics for discussion: GPU MLAA Vs. No AA

Bulletstorm No AA

Bulletstorm MLAA

Castlevania No AA

Castlevania MLAA

Enslaved No AA

Enslaved MLAA

Funny how adding MLAA to Castlevania easily puts it on par with God of War 3... Now about that framerate...

Avatar image for SaltyMeatballs
SaltyMeatballs

25165

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 0

#2 SaltyMeatballs
Member since 2009 • 25165 Posts
MLAA, smooth, but not blurry smooth.
Avatar image for Chris_Williams
Chris_Williams

14882

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#3 Chris_Williams
Member since 2009 • 14882 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Avatar image for GTSaiyanjin2
GTSaiyanjin2

6018

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#4 GTSaiyanjin2
Member since 2005 • 6018 Posts

Yes MLAA looks the best to me, much sharper as well.

Avatar image for SaltyMeatballs
SaltyMeatballs

25165

Forum Posts

0

Wiki Points

0

Followers

Reviews: 5

User Lists: 0

#5 SaltyMeatballs
Member since 2009 • 25165 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Chris_Williams
Yes you notice, only difference is how much it bothers you.
Avatar image for waltefmoney
waltefmoney

18030

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#6 waltefmoney
Member since 2010 • 18030 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Chris_Williams

:o What if it's a stealth game?

Avatar image for svetzenlether
svetzenlether

3082

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#7 svetzenlether
Member since 2003 • 3082 Posts

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

Avatar image for mitu123
mitu123

155290

Forum Posts

0

Wiki Points

0

Followers

Reviews: 32

User Lists: 0

#8 mitu123
Member since 2006 • 155290 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Chris_Williams

I notice jaggies all the time.

Avatar image for Inconsistancy
Inconsistancy

8094

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#9 Inconsistancy
Member since 2004 • 8094 Posts

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

svetzenlether
Odd, I thought they were all glaringly obvious... Guess I'm not average :cry:
Avatar image for millerlight89
millerlight89

18658

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#10 millerlight89
Member since 2007 • 18658 Posts

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

svetzenlether
IDK how you can't notice the first 2. It's pretty damn obvious.
Avatar image for deactivated-5cf4b2c19c4ab
deactivated-5cf4b2c19c4ab

17476

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#11 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts
I still like MSAA the best, since it seems to provide the best quality, but with the game engines beginning to lean to the deferred side it makes much more sense to support a post process AA
Avatar image for mitu123
mitu123

155290

Forum Posts

0

Wiki Points

0

Followers

Reviews: 32

User Lists: 0

#12 mitu123
Member since 2006 • 155290 Posts

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

svetzenlether
Wouldn't that mean the average consumer is blind?>.>
Avatar image for GTSaiyanjin2
GTSaiyanjin2

6018

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#13 GTSaiyanjin2
Member since 2005 • 6018 Posts

There are a few games on the PC where I would like to use MLAA, as the games have no AA option, or the games AA does not work at all in Dead Space 2 case. The other being NFS hot pursuit 2010.

Avatar image for stvee101
stvee101

2953

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#14 stvee101
Member since 2006 • 2953 Posts

[QUOTE="svetzenlether"]

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

mitu123

Wouldn't that mean the average consumer is blind?>.>

No it means the average consumer is probably unaware of the existence of Anti-Aliasing.

Avatar image for svetzenlether
svetzenlether

3082

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#15 svetzenlether
Member since 2003 • 3082 Posts

[QUOTE="svetzenlether"]

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

millerlight89

IDK how you can't notice the first 2. It's pretty damn obvious.

Okay, I looked again, and noticed a bit from the first set, still not on the second, though. Seriously, I can't see me noticing this during gameplay.

Avatar image for Adamantium4k2
Adamantium4k2

896

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#16 Adamantium4k2
Member since 2009 • 896 Posts

How did they get MLAA in Castlevania?

Avatar image for GTSaiyanjin2
GTSaiyanjin2

6018

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#17 GTSaiyanjin2
Member since 2005 • 6018 Posts

How did they get MLAA in Castlevania?

Adamantium4k2

They can apply it on top of existing footage they already had, the game it self does not have any type of AA.

Avatar image for millerlight89
millerlight89

18658

Forum Posts

0

Wiki Points

0

Followers

Reviews: 6

User Lists: 0

#18 millerlight89
Member since 2007 • 18658 Posts

[QUOTE="millerlight89"][QUOTE="svetzenlether"]

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

svetzenlether

IDK how you can't notice the first 2. It's pretty damn obvious.

Okay, I looked again, and noticed a bit from the first set, still not on the second, though. Seriously, I can't see me noticing this during gameplay.

Check out the tree and the roots. It's everywhere :o
Avatar image for juno84
juno84

1019

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#19 juno84
Member since 2004 • 1019 Posts

Not a huge fan of MLAA. It's not really a substitute for actual AA. False edges can lead to a good deal of blurring, it's a post processing affect and therefore adds a tiny amount of display lag, and it doesn't always detect edges.

A good example of what MLAA actually does:

In some cases, the MLAA does a pretty good job with the edges, in other areas, it misses the edges entirely. You can also see how the blurring filter dulls some of the surrounding colors. MLAA isn't so much a solution to 'jaggies' as it is a trade off. You lose some jagged edges at the cost of fidelity.

Avatar image for emorainbo
emorainbo

3067

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#20 emorainbo
Member since 2008 • 3067 Posts

AA is something that I hope is fixed in next gen consoles. LA Noire for instance can range from amazing me graphically to making my eyes bleed.

Avatar image for themyth01
themyth01

13924

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#21 themyth01
Member since 2003 • 13924 Posts
Not sure if MLAA will be the standard AA method going forward.. we'll see.
Avatar image for Chris_Williams
Chris_Williams

14882

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#22 Chris_Williams
Member since 2009 • 14882 Posts

[QUOTE="mitu123"][QUOTE="svetzenlether"]

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

stvee101

Wouldn't that mean the average consumer is blind?>.>

No it means the average consumer is probably unaware of the existence of Anti-Aliasing.

nope, i guess in my case i notice things like that, collision issues, pop up problems, glitches or maybe sometimes the animations are horrible, but i just don't care about it. If they aren't super super horrible and keep me from enjoying the game, who cares, nothing perfect, going to be jaggies, i will live.
Avatar image for edidili
edidili

3449

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#23 edidili
Member since 2004 • 3449 Posts

[QUOTE="mitu123"][QUOTE="svetzenlether"]

The only set that I really noticed a difference in was the third one. Have to agree with the previous poster, the average consumer probably won't notice, either.

stvee101

Wouldn't that mean the average consumer is blind?>.>

No it means the average consumer is probably unaware of the existence of Anti-Aliasing.

Unaware or not he will still notice it. The average consumer may not know how it's called or what is causing it but he does notice a difference between a lot of jaggies and one with great AA.

Avatar image for rich-sac
rich-sac

420

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#24 rich-sac
Member since 2011 • 420 Posts

MLAA is fine and it was a God sent for the PS3. People are just trying to over exaggerate that it Blurs the image like hell when it obvious looks fine and doesnt even blur as much as Crytek's AA method.

Avatar image for GTSaiyanjin2
GTSaiyanjin2

6018

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#25 GTSaiyanjin2
Member since 2005 • 6018 Posts

The console version of FXAA does not look that great, at least in those screens it didnt. FXAA quality looks really good though, but I think thats the PC version. Still its better than no AA, or quincunx.

Avatar image for silversix_
silversix_

26347

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#26 silversix_
Member since 2010 • 26347 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Chris_Williams

What? On 20" screen, maybe, but on a 50" you must be blind or don't know what to look for if you aren't noticing jagged edges on everything. Better AA>Better textures. I wonder how many more years it'll take for our games to look perfectly sharp without a single jaggie.

Avatar image for xsatyr86
xsatyr86

601

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#27 xsatyr86
Member since 2010 • 601 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Chris_Williams

lol what??? It is worse when you move bc the jaggies move.

Avatar image for stvee101
stvee101

2953

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#28 stvee101
Member since 2006 • 2953 Posts

[QUOTE="stvee101"]

[QUOTE="mitu123"] Wouldn't that mean the average consumer is blind?>.>edidili

No it means the average consumer is probably unaware of the existence of Anti-Aliasing.

Unaware or not he will still notice it. The average consumer may not know how it's called or what is causing it but he does notice a difference between a lot of jaggies and one with great AA.

I really doubt it.

Especially with the examples the TC provided.

From my experience,while we in SW obsess over minor differences in image-quality,the average consumer is sitting 5-10 feet away from the TV screen and racking up kills in BLops in sub-HD with 0xAA and is completely oblivious to it .

Avatar image for Reiko2K1
Reiko2K1

1288

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#29 Reiko2K1
Member since 2004 • 1288 Posts

The console version of FXAA does not look that great, at least in those screens it didnt. FXAA quality looks really good though, but I think thats the PC version. Still its better than no AA, or quincunx.

GTSaiyanjin2

FXAA3 sharp settings were not shown in the pictures. But it was shown in the videos.

Here's FXAA3 Sharp.

FXAA3 Sharp

FXAA3 Default

FXAA3 default

Avatar image for KingsMessenger
KingsMessenger

2574

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#30 KingsMessenger
Member since 2009 • 2574 Posts

FXAA3. Best Quality/Performance ratio by far.

I don't think people really understand just how expensive SPU-MLAA is... There are things that the SPUs can and should be used for, but MLAA causes too much of a performance hit for them to be used(10% of the processing time across 5 SPUs means that doing things like SPU Skinning, which can have a 10-15% performance INCREASE, becomes more and more difficult).

Meanwhile, FXAA3 is practically free(less than 5% performance hit) and what amounts to basically 1-1.5 FPS and it doesn't degrade nearly as much as MLAA in moving sequences.

MLAA is the best option if you are absolutely obsessed with image quality, but I think as far as "real-time solutions" go, FXAA3 is the winner.

And if you want the "best image quality" then FSSFXAA is the best option(Fractional Super Sampled FXAA). Do a Fractional Super Sample(4/3 resolution), apply FXAA3, then downsample. Better image quality than MLAA. Granted, not really feasible on the consoles, but still...

Avatar image for edidili
edidili

3449

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#31 edidili
Member since 2004 • 3449 Posts

[QUOTE="edidili"]

[QUOTE="stvee101"]

No it means the average consumer is probably unaware of the existence of Anti-Aliasing.

stvee101

Unaware or not he will still notice it. The average consumer may not know how it's called or what is causing it but he does notice a difference between a lot of jaggies and one with great AA.

I really doubt it.

Especially with the examples the TC provided.

From my experience,while we in SW obsess over minor differences in image-quality,the average consumer is sitting 5-10 feet away from the TV screen and racking up kills in BLops in sub-HD with 0xAA and is completely oblivious to it .

Well I used to play on nes back in the days and the crappy graphics didn't really bother me. That doesn't mean that if I had a PS3 back then I wouldn't tell the difference. I just didn't know better. The same as with this case. Plenty don't give much crap about it because they haven't seen better but they still could tell the difference between jaggies everywhere and a crisp image with straight lines.

Avatar image for AmazonTreeBoa
AmazonTreeBoa

16745

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#32 AmazonTreeBoa
Member since 2011 • 16745 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Chris_Williams

I sure notice it.

Avatar image for Reiko2K1
Reiko2K1

1288

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#33 Reiko2K1
Member since 2004 • 1288 Posts

[QUOTE="stvee101"]

[QUOTE="edidili"]

Unaware or not he will still notice it. The average consumer may not know how it's called or what is causing it but he does notice a difference between a lot of jaggies and one with great AA.

edidili

I really doubt it.

Especially with the examples the TC provided.

From my experience,while we in SW obsess over minor differences in image-quality,the average consumer is sitting 5-10 feet away from the TV screen and racking up kills in BLops in sub-HD with 0xAA and is completely oblivious to it .

Well I used to play on nes back in the days and the crappy graphics didn't really bother me. That doesn't mean that if I had a PS3 back then I wouldn't tell the difference. I just didn't know better. The same as with this case. Plenty don't give much crap about it because they haven't seen better but they still could tell the difference between jaggies everywhere and a crisp image with straight lines.

During the NES days... The "graphics kings" were in the arcades. It was really apparent when comparing ports...

Avatar image for Chris_Williams
Chris_Williams

14882

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#34 Chris_Williams
Member since 2009 • 14882 Posts

[QUOTE="Chris_Williams"]

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

silversix_

What? On 20" screen, maybe, but on a 50" you must be blind or don't know what to look for if you aren't noticing jagged edges on everything. Better AA>Better textures. I wonder how many more years it'll take for our games to look perfectly sharp without a single jaggie.

again, the jaggies don't bother me, games are never going to be perfect and always going to have things graphically that people are going to complain about, you will live if your game has a couple of jaggies. Even when games "somehow" are created without jaggies people are going to complain about it. I ain't letting that enjoy my gamin experience or cry about it.
Avatar image for Jebus213
Jebus213

10056

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#35 Jebus213
Member since 2010 • 10056 Posts

There are a few games on the PC where I would like to use MLAA, as the games have no AA option, or the games AA does not work at all in Dead Space 2 case. The other being NFS hot pursuit 2010.

GTSaiyanjin2

Every PC game has MLAA.

Avatar image for GTSaiyanjin2
GTSaiyanjin2

6018

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#36 GTSaiyanjin2
Member since 2005 • 6018 Posts

[QUOTE="GTSaiyanjin2"]

There are a few games on the PC where I would like to use MLAA, as the games have no AA option, or the games AA does not work at all in Dead Space 2 case. The other being NFS hot pursuit 2010.

Jebus213

Every PC game has MLAA.

With ATI/AMD cards you mean ? or is there another way to activate it.

Avatar image for Masculus
Masculus

2878

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#37 Masculus
Member since 2009 • 2878 Posts

It's odd saying there's a future for AA. I mean, will they have future?; all those substitute methods when they ditch the PS3 and 360 for hardware in wich MSAA is not a resource hog?

Avatar image for Jebus213
Jebus213

10056

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#38 Jebus213
Member since 2010 • 10056 Posts

[QUOTE="Jebus213"]

[QUOTE="GTSaiyanjin2"]

There are a few games on the PC where I would like to use MLAA, as the games have no AA option, or the games AA does not work at all in Dead Space 2 case. The other being NFS hot pursuit 2010.

GTSaiyanjin2

Every PC game has MLAA.

With ATI/AMD cards you mean ? or is there another way to activate it.

Yes, with ATI/AMD cards. You can enable it in the control panel and it will work in just about any game. I think Nvidia came out with something called SRAA? Idk, haven't payed attention to them in awhile.

Avatar image for Reiko2K1
Reiko2K1

1288

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#39 Reiko2K1
Member since 2004 • 1288 Posts

[QUOTE="GTSaiyanjin2"]

There are a few games on the PC where I would like to use MLAA, as the games have no AA option, or the games AA does not work at all in Dead Space 2 case. The other being NFS hot pursuit 2010.

Jebus213

Every PC game has MLAA.

That particular MLAA method is not good...

Avatar image for edinsftw
edinsftw

4243

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#40 edinsftw
Member since 2009 • 4243 Posts

FXAA quality was the best looking imo, but again that was pc hardware for that. Overall though i still prefer msaa, its sharper, applies less blur, and doesnt mess with textures except make the edges of color changes sharper.

Avatar image for KingsMessenger
KingsMessenger

2574

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#41 KingsMessenger
Member since 2009 • 2574 Posts

It's odd saying there's a future for AA. I mean, will they have future?; all those substitute methods when they ditch the PS3 and 360 for hardware in wich MSAA is not a resource hog?

Masculus

... MSAA will always be a resource hog. Particularly with the rising popularity of Deferred Shading. You have 5 Render Targets at 1280x720, and the result is basically 18MB of RAM just for the G-Buffer(RGBA color data format, with 4 bytes per pixel). Then, for MSAA, every stage of sampling multiplies that. 2xMSAA = 36MB. 4xMSAA=72MB. 8xMSAA = 144MB. 16xMSAA = 288MB. If you do 1920x1080, it just gets absurd, with 16xMSAA taking 663.5MB(if you have ever wondered why certain PC games get destroyed by MSAA, this is why... especially if you play at 1920x1080 or 2560x1600). Granted, there are ways to work it down and reduce the RAM footprint, but every time you do that you reduce the effectiveness of the MSAA.

Something like a very high quality FXAA with a 4/3 super sample and the highest quality algorithm possible can achieve results comparable to 16xMSAA using just a 55MB G-Buffer with a 1080p output(game rendering natively at a higher res like 2217x1247 for the fractional super sample) and a fraction of the processing time.

MSAA doesn't play well with Deferred Shading.

Avatar image for teuf_
Teuf_

30805

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#42 Teuf_
Member since 2004 • 30805 Posts

from a dev point of view anti-aliasing could be a big deal but from consumer point of view, i don't care because you don't notice things like that when the game is in motion.

Chris_Williams



There are tons of things in graphics that are pretty subtle and 99% of people wouldn't notice them if you didn't point them out with a magnifying glass, but even still contribute to that huge gap between real-time graphics and offline CGI. Aliasing is definitely towards the top of that list.

Avatar image for Masculus
Masculus

2878

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#43 Masculus
Member since 2009 • 2878 Posts

[QUOTE="Masculus"]

It's odd saying there's a future for AA. I mean, will they have future?; all those substitute methods when they ditch the PS3 and 360 for hardware in wich MSAA is not a resource hog?

KingsMessenger

... MSAA will always be a resource hog. Particularly with the rising popularity of Deferred Shading. You have 5 Render Targets at 1280x720, and the result is basically 18MB of RAM just for the G-Buffer(RGBA color data format, with 4 bytes per pixel). Then, for MSAA, every stage of sampling multiplies that. 2xMSAA = 36MB. 4xMSAA=72MB. 8xMSAA = 144MB. 16xMSAA = 288MB. If you do 1920x1080, it just gets absurd, with 16xMSAA taking 663.5MB(if you have ever wondered why certain PC games get destroyed by MSAA, this is why... especially if you play at 1920x1080 or 2560x1600). Granted, there are ways to work it down and reduce the RAM footprint, but every time you do that you reduce the effectiveness of the MSAA.

Something like a very high quality FXAA with a 4/3 super sample and the highest quality algorithm possible can achieve results comparable to 16xMSAA using just a 55MB G-Buffer with a 1080p output(game rendering natively at a higher res like 2217x1247 for the fractional super sample) and a fraction of the processing time.

MSAA doesn't play well with Deferred Shading.

I see. I wondered that since a long time now I don't even see a marginal drop in peformance with MSAA in my PC. As for the incompatibility with MSAA, wasn't it an issue with DX9? I just hope those are available soon.

Avatar image for N3xus9
N3xus9

566

Forum Posts

0

Wiki Points

0

Followers

Reviews: 3

User Lists: 0

#44 N3xus9
Member since 2004 • 566 Posts

Well whatever way they choose to go with for the next consoles, it cant happen soon enough for me!

I am at the moment playing Red Dead Redemption on the PS3 on a 60" Plasma and the jaggies are atrocious, it is so bad that it is detrimentally affecting the play experience for me. I want to enjoy the game but I am sitting there trying to distiguish things from the background, which is nigh on impossible, makes my eyes bleed. I guess that is why Rockstar put the little x marks on the mini map so you could actually tell where dead bodies are ... nine times out of ten you couldnt see them by yourself.

At this rate I dont know that I can even be bothered trying to finish it. Maybe my time would be better spent praying for Rockstar to pull their heads out of their ass and release the game on PC so it can be enjoyed properly.

Avatar image for KingsMessenger
KingsMessenger

2574

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#45 KingsMessenger
Member since 2009 • 2574 Posts

I see. I wondered that since a long time now I don't even see a marginal drop in peformance with MSAA in my PC. As for the incompatibility with MSAA, wasn't it an issue with DX9? I just hope those are available soon.

Masculus

The issue with it extends beyond just DX9, simply because of the RAM. DX11 fixes the problem with the sampling that basically made MSAA useless, but the RAM issue still exists.

And there is no way that you aren't have a performance drop with MSAA... If you are using 8xMSAA or 16xMSAA, you WILL have a significant performance hit, and for games that use Deferred Shading it will be even worse. A lot of games that use Deferred Shading don't even enable MSAA because of the RAM issues that it can cause.

Avatar image for 29121994
29121994

1166

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#46 29121994
Member since 2008 • 1166 Posts

[QUOTE="KingsMessenger"]

[QUOTE="Masculus"]

It's odd saying there's a future for AA. I mean, will they have future?; all those substitute methods when they ditch the PS3 and 360 for hardware in wich MSAA is not a resource hog?

Masculus

... MSAA will always be a resource hog. Particularly with the rising popularity of Deferred Shading. You have 5 Render Targets at 1280x720, and the result is basically 18MB of RAM just for the G-Buffer(RGBA color data format, with 4 bytes per pixel). Then, for MSAA, every stage of sampling multiplies that. 2xMSAA = 36MB. 4xMSAA=72MB. 8xMSAA = 144MB. 16xMSAA = 288MB. If you do 1920x1080, it just gets absurd, with 16xMSAA taking 663.5MB(if you have ever wondered why certain PC games get destroyed by MSAA, this is why... especially if you play at 1920x1080 or 2560x1600). Granted, there are ways to work it down and reduce the RAM footprint, but every time you do that you reduce the effectiveness of the MSAA.

Something like a very high quality FXAA with a 4/3 super sample and the highest quality algorithm possible can achieve results comparable to 16xMSAA using just a 55MB G-Buffer with a 1080p output(game rendering natively at a higher res like 2217x1247 for the fractional super sample) and a fraction of the processing time.

MSAA doesn't play well with Deferred Shading.

I see. I wondered that since a long time now I don't even see a marginal drop in peformance with MSAA in my PC. As for the incompatibility with MSAA, wasn't it an issue with DX9? I just hope those are available soon.

I can't remember what it is with deferred shading but MSAA isn't compatible with it and i have no idea how they managed to add it into the latest unreal 3 engine. All i know is that Crysis 2 and Killzone 2/3 which both use deferred shading, use edge blurring and MLAA techniques respectively because MSAA is not compatible in their engines. On a personal note, i really like MLAA on my PC because i can apply 2x MLAA to any game for not much of a performance hit and all the jaggies are gone. The only problem is that it noticeably blurs things, but for games which do not support AA, it will work under any circumstances with an AMD card which is what i'm happy about. MSAA seems to always have been a performance hog and i don't know too much about the other techniques out there but I like all the implementations of MLAA that i have seen.
Avatar image for KingsMessenger
KingsMessenger

2574

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#47 KingsMessenger
Member since 2009 • 2574 Posts

Just as an example of what Deferred Shading combined with MSAA can cause:

Even with just 2xMSAA it is a 20 FPS hit. And the game doesn't even allow you to enable it when Dynamic Lighting is enabled(the time when Deferred Shading is being used), so you have to force it through your drivers... If you try to go any higher than that, it will literally bring any system down. The only way to get out of it is basically to have a SLI setup with 2-3 GPUs an what amounts to like 3GB of VRAM. A standard single card setup will be destroyed by MSAA in a game that uses Deferred Shading.

Avatar image for 29121994
29121994

1166

Forum Posts

0

Wiki Points

0

Followers

Reviews: 4

User Lists: 0

#48 29121994
Member since 2008 • 1166 Posts

Even with just 2xMSAA it is a 20 FPS hit. And the game doesn't even allow you to enable it when Dynamic Lighting is enabled(the time when Deferred Shading is being used), so you have to force it through your drivers... If you try to go any higher than that, it will literally bring any system down. The only way to get out of it is basically to have a SLI setup with 2-3 GPUs an what amounts to like 3GB of VRAM. A standard single card setup will be destroyed by MSAA in a game that uses Deferred Shading.

KingsMessenger

Which Stalker game is that? I didn't know the x-ray engine used deferred shading.

Avatar image for osan0
osan0

18242

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#49 osan0
Member since 2004 • 18242 Posts
ah the AA problem....or devs spending millions and years reinventhing the wheel due to awkward hardware. fantastic. hopefully next gen this mess can be put to rest. the article alludes to a hybrid MSAA and MLAA/FXAA solution which seems sensible. build a console that can do that with a very tiny performance penalty. make it as easy to implement as possible and then carry on with more important things.
Avatar image for deactivated-5cf4b2c19c4ab
deactivated-5cf4b2c19c4ab

17476

Forum Posts

0

Wiki Points

0

Followers

Reviews: 2

User Lists: 0

#50 deactivated-5cf4b2c19c4ab
Member since 2008 • 17476 Posts

[QUOTE="KingsMessenger"]

Even with just 2xMSAA it is a 20 FPS hit. And the game doesn't even allow you to enable it when Dynamic Lighting is enabled(the time when Deferred Shading is being used), so you have to force it through your drivers... If you try to go any higher than that, it will literally bring any system down. The only way to get out of it is basically to have a SLI setup with 2-3 GPUs an what amounts to like 3GB of VRAM. A standard single card setup will be destroyed by MSAA in a game that uses Deferred Shading.

29121994

Which Stalker game is that? I didn't know the x-ray engine used deferred shading.

STALKER SoC was actually the first commercial game to used deferred lighting.